tjt85
tjt85
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As a decent but not especially good Bubba player myself, I get nervous when Survivors loop close to or weave around the taller objects and structures on the map (rocks, trees, bushes, cars, doorways etc). The bushes on Eyrie are especially annoying.
Unless the Bubba is very, very good / confident in their abilities, they will usually loop around structures a little bit wider because if his chainsaw catches on anything in the environment, it will knock him out of his power. So loop as close to stuff as you can. If you have nothing else, you can even try looping around a rock or a tree to stay out of his field of vision. If you're lucky he'll loop too tightly and maybe you'll force an error.
Then use his tantrum to make more distance or find a safer spot. DO NOT get caught out in the open if you can avoid it and try not to group up with other Survivors. A happy Bubba is one that's downed more than one Survivor at a time with a sweep.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590120#Comment_3590120
They could make that you don‘t need ps+ like Fortnite and Apex etc.
Fortnite didn‘t require it since the start.
Fortnite is the same on Switch. Problem is, Fortnite probably sells consoles for Sony and Nintendo, which no doubt gives Epic a lot of leverage to make their game free on both platforms. The same can't really be said of a niche game like DBD.
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It's an easy mistake to make. We've all done it.
But I think if they had slow vaulted it might have trapped them.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589759#Comment_3589759
But as he has also admitted MMR is still widely all over the place. He himself just said he still goes against babies etc. It feels like matchmaking will never work as intended and this raising the cap thing might work to just make games harder when nobody wanted that.
For me at least, it's less wild than it was and working better. I'm still losing plenty, but neither side is getting turbo stomped on anymore.
When you have as many hours as a professional streamer, virtually everyone that you play in public matches is going to seem like a "baby" to you skills wise.
The guy's probably not seen real baby players in his games for years. I've had players in my lobbies that blow up every gen they touch and don't throw a single pallet in chase. I "only" have 800 hours in this game and I still shouldn't have been matched up with any of these players. I have no doubt it will happen again, but it should (hopefully) happen less often now if MMR is doing what it should be doing.
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If I think they'd get any fun out of being hunted and chased about by big scary monsters, absolutely. The base game is not too expensive to try out on a whim.
I imagine most of us here have probably put more hours and thought into this game than 99.9% of anyone who's ever played it. Most players probably don't care much about looping or balance or "the meta" any of that other stuff. They just want to chase people about or have a good scare and at that I think DBD always delivers.
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@UndeddJester said:
Well, it's a kind of give and take really, and I'd be wary of "the grass is greener".
Advantages of PC: -
- More fluent and customisable control schemes in mouse and keyboard.
- Free online, usually with dedicated servers (though someone has to maintain that server).
- Ability to update components in PCs with modern specifications to maximise game performance.
- Games generally cheaper and usually updated sooner, with a larger catalogue of indy/small developer titles. Also test servers.
- Third party components as standard business model, allowing highly customisable or even cheaper set ups over console.
Disadvantages of PC: -
- Very high up front cost and need to constantly reassess system specifications. Developers are not necessarily forced to optimise as heavily on PC, also placing more demand on greater specs.
- Disparity of player systems, giving players with more expensive rigs an inherent and almost unavoidable advantage.
- Signficantly harder systems to protect against hackers/cheaters, and a constant arms race for all PC developers.
- Considerable maintenance required and possibility for compatability issues due to a wide catalogue of drivers and software able to cause unexpected conflicts and issues.
PC's are the best systems you can have for gaming, without question... However they require constant maintenance and have to deal with a lot of crap like hackers and system breaking bugs that consoles don't typically need to bother with (issues are usually resolved on PC and then arrive on cnsole with the fix already in it).
Consoles in my opinion generally resolve a lot of the more annoying problems you face on PC, but come with less freedom and customisation, and usually, with an overall cheaper gaming experience (anyone who says otherwise also seems to forget their £1000 graphics card they installed last month after selling their existing one from the month before 2nd hand for £200 xD) . If you have the patience and the bank roll to fund a PC, it's great, but if you just wanna play, console is better.
On console you never have to spend 2 hours reading forums for clues on how to reproduce an issue, and then another 2 more reading through batch files in a cloud system to discover some mook didn't bother checking his ERRORLEVEL values when he tried to copy your game data to send to the cloud, then blindly just going ahead and deleting your original save after the copy failed when you close the game... 3 times in a row... I'm not bitter Ubisoft! >.<
It is (kinda) possible to buy a gaming PC for less than the cost of a new games console. I was very lucky to find an old home office PC for £30 in a local charity shop to upgrade. Then I bought a cheap second hand GTX 1050 TI graphics card (lots of these about now that crypto has collapsed) and a couple of other parts (memory, an I5 processor, SSD). Cost me about £150 to put together.
The PC itself is about 10 years old now but still a suprisingly decent gaming machine, so long as you don't expect to be playing any current triple A titles. Down side is that Windows 10 won't be supported beyond 2025 and I doubt Valve will support Steam on Windows 10 for much long after.
But you are right, playing DBD on this relatively modest gaming PC is so much better than playing on a Switch (I should know, I play on both platforms). The Switch version has more chapters included than PC, which softens the blow of paying a yearly subscription a little bit.
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I really like this perk. It's like Windows of Opportunity for gens and seeing the yellow speed boost bar makes me feel good. It also makes hard to navigate indoor maps a bit more bearable.
If I'm honest with myself, doing gens (as well as going for saves and heals) is the best way I can help the team and I don't tend to take items, so that's why I run it.
I do think it might get the Spine Chill treatment and be nerfed back to the previous version once BHVR have their solution to 3 gen situations, though. So enjoy it while you can.
Though I do see it fairly often in my games, I don't know how popular it really is.
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I used this add-on a lot when I first started playing Legion and I liked it a lot too. It's also pretty good to pair with Susie's Mixtape for the extra information you get from the wider Killer Instinct radius (one of the two green tape add-ons).
Some players make the argument that Never Sleep Pills will give you bad habits because it will stop you getting a feel for the standard Feral Frenzy speed. So when you run out of pills, you won't be able to adjust your game play to compensate.
Personally, I don't like having to start a frenzy at base speed, so that's why I don't run it anymore. I like to use frenzy to close the gap in chase. But you should play how you like. The fun part of learning a new Killer is experimenting with their add-ons.
I'm sorry to hear you're getting horrible messages like that. Definitely report these players.
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Nah. I love this perk and it's fine as it is. Running your buffed version of Iron Grasp alongside Lightborn would give survivors almost no chance to save their teammates from the Killer.
Some players already think Lightborn is unfair, but that perk combo would surely be completely unfair.
I don't want Survivors to hate me.
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To use an extreme and slightly absurd example, you could set up an account on a website where Magnus Carlsen plays online chess and there is absolutely zero chance the Elo system would ever match you up with him. In a functional MMR system, for the most part the best players should really be playing against the best players, right?
I've had match ups with Survivors so bad I've had to pretend to patrol gens on the other side of the map for a bit just so the team could get a couple of gens done. You can try to make the game fun for a less experienced opponent (or at least not a completely miserable time), but it only works up to a point.
I know this is a goofy silly game of spooky hide and seek in the fog. It doesn't really matter if you win or lose. But I still think players should ideally be matched with opponents of roughly equal skill. And that in all likelihood means you won't be winning every single game, but you'll still feel like you had your chances.
Would viewers stop watching their streams if they had to focus a little bit more on the game to win or had to endure the odd losing streak? I dunno about that...
Then again, I don't have to worry about an audience seeing me whiffing at air or smacking a rock half a dozen times before getting my first down at only 2 gens left. I can't imagine how bad it would feel to put yourself out there as an expert player, play really well and still find you get stomped on in every other game because you got outplayed by the other guy(s). Their loses have got to sting a little bit harder. I can't imagine there's much left for these guys to learn or improve on.
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Xeno is in a good place for both sides, imho. Strong with well rounded abilities. Honestly don't think they have any real weaknesses.
Survivors seem to have figured out good turret placements and counterplay and I'm thankful that the tail is not so oppressive anymore. Requires team work so good luck in Solo Q (kidding. I've honestly had decent teammates against the Xeno most of the time in Solo).
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I like facing Killers that give you a side objective to do. Like Xeno, Singularity, Sadako and Pig. Always happy to see those guys. Also like facing Demo, Deathslinger, Myers and Bubba too.
But then again, Wesker and Pinhead also give you side objectives and I don't really like those guys. I guess because their addons make their side objectives feel a lot more punishing and you're damned if you do and damned if you don't. As does Skull Merchant, but her drones are so complicated to understand they just confuse me.
The thing is, you can't possibly please everyone. We all have different ideas of what fun is in this game. As long I don't feel like you're going out of your way to make sure I'm not having a good time, even a Killer that I wouldn't typically enjoy can still be fun to face. I definitely don't find it fun to face Killers that play for a 4K at 5 gens like their lives are on the line.
I guess it's when "unfun" Killers (imho) meet with "unfun" playstyles that I start itching for that DC button.
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I think I've actually seen more Billys than Bubbas recently. Maybe I should be doing my part to fix that, because I like playing as Bubba.
I did feel like instadown Killers became a bit more popular when MFT came out as lots of players just didn't want to deal with it. But with the upcoming nerf, maybe their popularity might dip a little.
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@Triplehoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588673#Comment_3588673
What I think has happened is a combination of multiple separate events that happened recently.
1: TCM was released earlier this year. This caused many players to switch over there, which plummeted the playerbase and the MMR began to fill the games of high ranking players with lower ranks and newbies. This was going on a for a while (summer-fall) and maybe caused them to play more relaxed mudstompers
2: People lost interest on TCM, which caused some of the players to jump back to DbD
3: Halloween event happened, which lured more (experienced) players back. MMR started to match high MMR players against players that were closer to their own rank
4: Stranger Things returned! This caused more people to jump back to the game. The MMR gets more pool to match higher ranking players against each other
5: Right after ST's glorious return, BHVR announced Chucky, which caused even more people to jump back to the game and now MMR doesn't need to work overtime trying to match what ever it can find from the queue. Now it is matching players against players of their own level/rank.
I don't think BHVR tweaked anything. It's just fallacy of some Youtubers who are trying to find explanation why they can't steamroll anymore. So basically, mass hysteria.
This makes sense to me. I also think players like me can sometimes climb to a higher MMR than they should. I find I win more of my games in between the events and chapter releases. But when stronger players return for the big events, I get absolutely destroyed for the next couple of weeks, which presumably results in being ejected from the top MMR to a more suitable level. Leaving as you say, higher ranking players with only the true higher ranks to play against.
That said, I did watch Otz play a bit last night and he spent quite a while queuing for a Survivor game only to end up in a lobby that skills wise looked a lot like the ones I'd usually be in. Which does suggest to me that maybe the MMR system might be trying for a little longer to fill a lobby with suitable players (but putting you in the nearest available match if it fails). Could this be the change to the MMR system?
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Survivor:
I don't know if any of these are "meta" but Lucky Break, Lucky Star, Self-Care, Botany Knowledge, Smash Hit, Vigil and Lightweight are all personal favourites that I think are underrated (Botany especially so).
Killer:
Lightborn and Iron Grasp are in pretty much all of my Killer builds. Sanity preserving perks that make playing Killer a less stressful and annoying experience for me.
Iron Grasp feels necessary if you want to use a controller to play Killer because it counteracts the wiggle effect. The aura reading from Lightborn can be useful and it's always funny to see a Survivor trying for that second or third time to blind me.
I also get so many free hits from Survivors trying to blind, body block and sabo. I think meta perks differ depending on each Killer power, though.
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I think the Survivor perks are decent (maybe even especially good for beginners), but I don't think it would hurt too much to start playing now without them.
For Killers though? I think it will be rough. Jolt/Surge is still the only gen regression perk I regularaly use and one that is invaluable for basic attack Killers (which is the majority of the beginner friendly Killers). Fearmonger/Mindbreaker is also a strong perk. Very good for Wraith. Also counters aura perks, which are popular with beginner Survivors.
Sloppy is good slowdown but only if Survivors don't want to play injured (to be fair, if the MMR is working as it should this will be true of most beginner Survivors). But I don't realistically see any new player dumping all their BP into the Nurse, a very hard Killer to learn, just to unlock her Thana perk for slowdown. And Overcharge, Ruin and Pop are only available to some console players.
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As much as I'm looking forward to playing as him and against him, I hope it's not a repeat of the Xeno release. I'm not sure I could handle playing against 30 Chuckys in a row. I'm guessing we'll be seeing plenty of Tricksters too.
I don't think I even played my Xeno much until a week after it released, because I just knew Survivors would already be so fed up with the Killer.
I'm looking forward to using his Perks on my Legion, though. Hex: Two Can Play is going to be so much fun and I want to use Batteries Included in a build to become the fastest Legion in the Entity's realm.
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Maybe? Today has been relatively unsweaty as far as weekends go.
I've had some pretty terrible Survivor lobbys, though. In one game I got left to die on my first hook and there was absolutely zero sign anyone was gonna come save me. That hasn't happened to me for quite a while.
Then again, as I almost never survive my trials maybe I should be getting teammates like this at my MMR. None of the Killers I've faced have felt super strong or anything. Just mostly kinda average or kinda chill. I didn't feel like they were wildly unsuitable opponents.
Later I played some Killer games with my main and did better than I might usually expect. Every match was a 3K or 4K (I lose a lot of games at weekends). Again, I felt like most of the time my opponents were at more or less the level they should be (with one or two newer Survivors mixed in). I had a Yun-Jin in one game that absolutely could have run me for 5 gens if I hadn't been defending well enough.
I think possibly the teams / opponents are a little more varied in skill level. But there's not been such a huge change that I would say it's definitely been altered or anything. Top level streamers are going to notice dramatic changes in the MMR system compared to a potato grade player like me, though.
Side note:
I had a Demo the other day that was absolutely new to the game. Like first game ever new. Didn't use their shred once, had no perks equipped and couldn't down any of us. Even I was able to easily loop / stun them around two very unsafe loops (I am very bad at looping). Everyone in the lobby had purple perks. I felt sorry for them because a new Killer should never have been put in a lobby like that.
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Probably The Clown for me too. Hate this guy. If he gets me with one of his bottles then I'm hitting the dirt in seconds. I would say Skull Merchant because I don't understand how her drones work at all, but I've only faced her about 4 times so...
Honest answer though, any moderately competent Killer is my "worst Killer" to go against.
And truth be told, I probably won't be trying my best not to die against Pinhead, Ghost Face, Doctor, Wesker or Wraith.
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I think Survivor is an OK experience for the most part. But I do hope they improve things for some of the newer / bigger maps.
But you'd have to be a true masochist to want to play any Killer games on the Switch. Luckily for BHVR, the DBD fan base loves to suffer.
"No tears please..."
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I believe they're not in the business of nerfing Killers right now.
They've added more Killer haste perks, significant buffs to chase perks like Coup De Grace, Cruel Limits and Furtive Chase, some weird buffs to add ons that nobody asked for, like the one to Legion's BBFs purple add on (thanks?). Presumably all justified as necessary counters to MFT. Fair enough, I guess. Some were needed regardless of MFT's existence (like Trapper's haste buff).
But have they gone a bit too far with it? If anything, they've doubled down on haste for Killers.
Killers get to go zoomies with all these added speed boosts, all the while Survivors are getting kneecapped back to the pre MFT days.
Doesn't make much sense to me... I want to know what the thinking is at BHVR, to be honest.
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A 3 gen from the start is tedious, sure. But sometimes, the Killer will hang around a 3 gen because Survivors are obviously keen to break it early, so it might look like the Killer has "chosen to 3 gen", when really there's no other sensible place for them to be.
But if two gens pop before the first chase is even over, what else is the Killer to do but try to shrink the map to the closest 4-5 gens? Some Killers, like Trapper and Legion, are only strong if they can successfully force Survivors to play around a smaller location or set up. Otherwise, they simply have no power.
It's miserable when the Killer can lock down a 3 gen so completely that Survivors have no chance to win, like Skull Merchant (and Knight to a certain extent).
But surely it's still better than facing Killers that hard tunnel at 5 gens, proxy camp hooks early game, slug the entire team or run the strongest slowdown perks and meta builds? I don't like using any of those strats, but I will take advantage of a 3 gen if it becomes my only option. I honestly don't know what other strategies are left on the table otherwise. Maybe somebody can enlighten me? Should I take Survivors to The Game with my Legion and the Iri Button for every match, perhaps?
It's the strat that has proven to be the most successful for me at least (and in plenty of cases the Survivors have still managed to break the 3 gen before I can sacrifice anyone).
In my Survivor games, I agree they can drag on. But then again, matches like this offer plenty of opportunities to max out objective, boldness and altruism BP.
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Tunnelling out a Survivor as quickly as possible is simply one of the most obvious and easy ways to win the game. You'd have to be brain dead not to realise this within the first 5 minutes of playing Killer. I remember in my first ever Killer game I camped someone out and thought to myself, well this is easy! Camping and tunnelling weak players off the hook will boost a baby Killer a long way up the MMR ladder in this game because the MMR rarely puts together equally skilled teams.
It just so happens by coincidence that this is also the only way to win the game at the highest level, since the Survivors are so well co-ordinated and individually skilled the Killer won't have nearly enough time to turn the game around in their favour. DBD is unique in the sense that it's a team game that doesn't give you a full set of communication tools. It would be way too strong and cause imbalances. Comp level play exposes how broken this game becomes when you can use external comms and Survivors have access to a complete picture of the game state at all times. It's the dullest version of the game imaginable.
Luckily for the rest of us, nobody needs to follow "comp strats" to have decent success in public games. This is true when playing as Killer or Survivor. You can sneak around the map, hide, do gens, never get chased once and still manage to escape. You can spread pressure and go for 6-8 hooks before anyone is sacrificed and still win (or at least draw) in most of your Killer games.
I just wish much of the player base realised that.
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@Marc_go_solo said:
I could see some benefit in this. It's unlikely at this stage that mmr will be visible, that I can understand. However, if there was some BP bonus at the end for any time where a player has been shifted into a match with participants of higher experience it would be nice to acknowledge this.
It may also lessen the frustration of mmr for those who are placed into this scenario. The fact is, because of the nature of the matchmaking, people will find themselves in trials unsuited to their abilities. Acknowledging this with a bonus may very well make people feel a little more justified when they get screwed over.
I really like this idea. Could maybe give players some bonus XP for any MMR mismatches. It could pop up at the end of the game like the Abandoned/Quitter bonus.
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For Survivor, hard tunnelling at five gens / tunnelling off hook. Unless there's 2 gens left, there should be no rewards for Killers to play this way. Just let people play the game they queued up for.
No real solution seems to be in sight and the game is 7 years old now, so good luck with that I guess.
On Killer side (actually both sides, really), I guess I would say Survivors who give up early instead of eating the DC penalty and spawning a bot. Adding bots but keeping the harsh DC penalties have had some unintended consequences.
Again, I don't know how to solve this problem without certain Killers having to face full bot lobbies on the regular.
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Shame. You can have all my Weskers if you like.
They like to run Devour Hope, use the Iri Vial Add on in every game and play like their lives depend on winning.
Have fun!
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I'd say roughly 5:0:5
Some days I play more Killer and some days more Survivor, but I think it all evens out eventually. Right now I'd say I'm playing slightly more SoloQ Survivor at the moment. I wish BHVR gave us a stats page so we could know stuff like this, though.
If I had friends that played this game, I'd probably SWF but I don't. I load into every solo game expecting to make a ton of stupid mistakes and never escape. I don't like the idea of SWFing up with strangers and disappointing those players who take the game a bit more seriously than I do.
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For a totally new player on console, I'd say Feng has the best perks for a beginner.
On PC, I started with Dwight. Bond is a helpful info perk for finding survivors working on gens (and for getting the most out of his other perks Leader and Prove Thyself). The most helpful thing that you can be doing as a new player is working on gens.
Claudette has some great altrusitic perks if you want to be the team healer. I don't think Self-Care deserves the hate that it gets if you use it efficiently.
Jake's perks are good if you want to be stealthy (if you can unlock them for Ace, one of the quietest Survivors, you will be very difficult to track).
Meg's perks are the strongest, but also the hardest for a new player to make the most of. I still haven't worked out how to use Sprint Burst all that well and I have 800+ hours in the game.
Bill's perks are OK but situational. Ace, David and Nea have the weakest perks of all the free characters, imho. Prestige these guys last.
Some of the best Survivor perks in the game are the general ones. Deja Vu, Lightweight, We'll Make It, Kindred, Dark Sense, Hope and Resilience are all worth trying out.
Also, focus on unlocking the Stranger Things Perks to tier III for at least one of your Survivors before they become exclusive again. They're mostly pretty decent (especially the healing ones).
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I am a little concerned about his vaulting ability, to be honest (scamper).
I've seen some footage of it on Reddit that made it seem like he could near infinitely vault windows and pallets with it. Is that correct? Can anyone honestly say he should be able to do this?
Seems a little OP to me... Makes The Legion's vaulting ability in their power look laughable by comparison.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580600#Comment_3580600
Or, or… it’s made an optional setting.
I think people might start to dodge if they saw a hidden prestige, the same way they would dodge players using the anonymous mode.
Hiding prestige wouldn't just help the P100s imho, it would also help lower prestige players who found themselves in the wrong lobby from being an obvious target for tunnelling out.
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The Pig has one of the worst chase powers in the game and her Stealth mode is unnecessarily hampered by her incredibly slow speed. Lots of pigs don't seem to even bother using it. I do kinda feel like you have to play her extra mean with her traps and addons (by endlessly harassing Survivors at her boxes) if you want to be consistently successful with her and I don't really like playing that way.
If you want to chase, I think Chucky has the potential to be a much stronger Killer, to be honest. There's been something of a power creep with Killer design over the years in my opinion. Ghost Face is the best parts of Myers and Pig, Xeno is a better Demo etc.
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I'd love it as I play on both PC & Switch. Grinding my way through two tomes a month, or having to earn 4000 iri to unlock a perk I want from the shrine for both my accounts can be hard work.
Having bought the same Killer / Survivor twice on both platforms, there are obviously strong financial incentives for all parties involved never to add it, so I don't see it ever happening to be honest.
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@MikaelaWantsYourBoon said:
Now with upcoming MFT nerf, i am seeing more people are using these 2 perks. Probably people are trying to adept new meta.
Your thoughts are on these perks? They are fine or you dislike these perks as well?
What do you mean you're seeing more people use them? These perks never left any of my games (Killer or Survivor). As I've said before, MFT has never been as popular as any of these perks. I barely ever saw it. I think maybe only Overcome is a rarer perk than MFT.
They are definitely the best exhaustion perks you can run (with Lithe being my personal favourite). Strong, but they don't need nerfing at all. Smash Hit and Head On are way less useful but more fun, and lately I've been running these perks often for that reason. Even if I hardly ever get value from Smash Hit, since I'm no good at timing pallet stuns.
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I'm the first to admit that I'm not great with this Killer, but they still seem pretty strong to me, even if I can't always get the best out of them.
The cooldown does punish a missed attack, but that's fair and as it should be. I find I need to be extra careful with the tail to make sure every attack counts. It's strong anti-loop, you shouldn't be able to spam it.
Besides, they have so many other plus points that a slight tail nerf barely makes the Xeno any weaker than it was.
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Maybe? Maybe not? It takes a lot of practice in developing your game sense to learn the right time to drop chase.
I think it also depends how you want to play. Personally, I run a pallet eating build on my Legion and usually do not respect pallets at all (Enduring + Julie's Mix tape + maybe Brutal Strength or the Iridescent Button if I feel like it).
My basic strategy is to choose the area where I want to patrol the map, then chase Survivors to burn through all the available resources as quickly as possible (while also managing gen defense). That way they become easy pickings in the late game.
I'm not familiar with Wesker, so I can't give you any specific advice there. But I will say Enduring is a pretty good chase perk on most Killers.
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He's a joy to play. Shredding into pallets is just as much fun as vaulting them with Legion. I'd like some build recommendations, too. At the moment I just have Lightborn and Agi while I learn how to use his power.
Maybe something that improves his stealth would be good? Tinkerer? Dark Devotion, maybe?
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@Annso_x said:
Adrenaline - the perk is a dead slot the entire game, activates once and you need to complete your objective to get value. If the effet was weaker than it is now it would be absolutely worthless.
As for my opinion, not in order of importance
1) NOED - Pretty much the opposite of adrenaline. A perk that activates because your opponents finished their objective (aka you're losing) shouldn't be this strong
2) The fact that solos can't see their teammates loadouts when swf can just tell eachother. Maybe unfair is not the right feeling but it's certainly annoying
3) Survivor noises not being equal. It's a pain that some survivors are harder to play as or against because BHVR lied when they said they would equalize their sounds
I'm not sure I would agree with your point about NOED. If the Survivors haven't opened the gates and escaped yet, the game isn't over yet. In other words, their objective isn't finished at all. Or else we might as well say all endgame perks are unfair, for both sides. It's an annoying, somewhat cheesy perk, but I wouldn't go as far as to say it's unfair because like Adren, you're playing the rest of the game with only three perks.
But otherwise, I agree (especially survivor noises).
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582345#Comment_3582345
😂🤣☠️ That one got me weak lol.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582353#Comment_3582353
My exaggerations aside, I think a fairer take i'd give on that topic would be fine to play, for the most part, but underperforming compared to console counterparts and PC and (arguably) harder to be competitive against cross-console matchups.
Definitely harder to play, for sure. I know I certainly don't play as well I do on PC as either Killer or Survivor. When I'm frenzying with The Legion, it's much harder to effectively chain hits and it makes me not want to play my main quite so often. Good news for the Survivors that hate them, I guess.
When you consider that the Switch version is essentially the mobile gaming port of the game, it's a little easier to forgive its sins. But it's still the worst version of the game. That said, I would absolutely continue to play and enjoy DBD if I only had a Switch to play it on.
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@H2H said:
Two things: SWF and gigantic maps
SWF is unfair, only because BHVR ignores that they exist when they create and balance things. We constantly see new perks/features introduced in PTBs and SWF groups immediately show it to be completely broken (5+ endurance hits, healing faster than the killer can attack, etc).
It's like no one at BHVR realizes SWF is a thing when they're building something and it takes them by surprise EVERY TIME when it's exploitable by SWF to the point of invincibility, and they have to scramble to add a fix.
I don't think SWF should be removed, nor do I think it should have its own queue. Despite the fact that SWF has a clear, objective advantage, they're clearly never going to adjust for it so I just want BHVR to take them into account when they create things, and to add some kind of SWF indicator in the lobby.
As for maps, we've seen BHVR make an effort to shrink maps lately and reduce pallet counts and safe loops, but IMO they haven't gone far enough in either case. Lots of maps are still gigantic, chock full of safe pallets, and have multiple chainable god windows (with an occasional infinite thrown in).
How did I forget about the huge maps? Totally agree. It can be so punishing to play on these maps with a poor mobility Killer. Lately it seems like BHVR have realised this, so the issue should improve a little with any future maps / reworks.
@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582336#Comment_3582336
The performance on the Switch is fine. As long as you are falling down a flight of stairs whilst playing you won't even notice the frame drops.
I think it's mostly fine too (outside of the events, anyway). It's better than it was, though a couple of maps here and there are still bad.
But Haunted by Daylight was a pretty rough experience all round.
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I do find Survivors are more prone to BM when I'm not doing so well. Usually when I'm trying to learn a new Killer (my Demo has been BM'd more than a few times this week).
It's especially likely when they're at the exit gates and I'm not playing a Killer with an instadown power. It's not something that bothers me all that much anymore, but it would be nice for Survivors to acknowledge when the Killer is making an effort to play as fairly as reasonably possible (while also trying to win, of course).
But even if I think my play style is "fair", lots of Survivors out there might disagree. I will slug for pressure if I need to, take advantage of a potential 3 gen if they pop too quickly, or camp the last Survivor I hooked in the end game to bait altruistic Survivors. All things that some Survivors probably don't like. I also slug rather than hook to be "nice", say if I have a Survivor on death hook that I keep bumping into before I've hooked or chased another Survivor. Things like that can probably be misinterpreted.
So playing nice is very much a matter of opinion. But since I try to play "nice" in all my games, I'd say the real difference between whether or not I get BM'd is down to whether or not I won or lost. That seems to be the bigger factor for me.
If I win, BM is rare. If I lose, depressingly common.
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Killer side:
I don't personally face strong SWFs all that often (at least I don't think I do), but I think their various strengths, such as the ability to co-ordinate, call out Killer perks, synergise load outs, tell each other where the Killer is and dedicate team members to specific tasks break the way this game works. Ironically, this is down to something that isn't even "in the game" and I know there's not much BHVR can do about players using external comms software to gain an unfair advantage.
Still, they are the main reason why certain aspects of this game will never be properly balanced and they hurt SoloQ tremendously (though I acknowledge that very wide skill differences existing within the player base is also a big factor).
On Survivor side, certain perks, Killers and add ons can feel unfair to go against as a Solo player. Hex: Devour Hope, Sloppy Butcher, anything that applies a blindness effect and everything about Pinhead and his stupid Rubik's cube are a few examples that often destroy the average Solo lobby. And most of all, the fact that tunnelling is such a viable and easy to pull off strat, of course.
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@CircusClowns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581670#Comment_3581670
AFC made facecamping a 100x easier.
Yes, I can blame them. People have no self control, so they're going to use it. If you give 10 people drugs and 1 person out of that group doesn't use it, then that person has the most self control. It's the same thing by giving people MFT. Look at them now, they're overdosed on Made for This until the nerf comes then they'll have to sober up.
Maybe just let players enjoy what they paid for with their money and time while they still can? You act like it's not getting nuked by BHVR in a matter of weeks. Be patient. The nerf is coming, you should be happy.
While we're complaining, pretty soon I'll have three dud perks and a Survivor that I'll hardly ever play as, so...
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Same difference when Killers were getting their last face camps in before the AFC system.
I stopped using this perk as soon as I learned it was on the chopping block. I didn't want to become reliant on a perk that I knew was going to be gutted, but I guess others still want to get their money's worth. Can you really blame them?
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The thing is, the no heal meta won't be going anywhere soon even with an MFT nerf. Higher skilled SWFs will still be using it because it works well with all the other annoying endurance perks that they favour. While SoloQ will keep bringing perks like Resilience + DeJa Vu because co-ordinating altruistic heals is a struggle, their lousy med kit only gives them one measly self heal, the Killer will probably bring Frankin's if they see a lobby full of items anyway and none of the self heal perks are really any good.
The pace isn't going to slow down at the mid and high MMRs, because everyone will still understand that the best chance of winning for either side is to rush their primary objectives, or else the game will be a lost cause for their side in a matter of minutes.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581247#Comment_3581247
It isn’t desired wholeheartedly by the community.
actually, quite the opposite is the case.
i do think streamers/content creators play a large role in this. They usually have much experienced with DbD/gaming in general so they are higher skilled than your average player. Now they definitely prefer short lobby times obviously. But also winning/making fun of your opponent is a big part of (DbD) content creation - and that is best accomplished with a badly working matchmaking system. Just watch some semi-big streamers and you see what I mean - they get matched against players making a ton of newbie/inexperienced mistakes.
i don’t mean to accuse all content creators - there are many that actually speak out against the current (and old) system, especially bigger content creators that don’t rely on the ‚bullying‘ aspect to gain/keep a following.
one big plus of RBMM was that you would actually see that MM didn’t really work as intended. I think we need something like this - not the specific MMR score of each player in end game, but an indication if your opponent in the matches as in range/higher/lower would be appreciated and would tell us, if it’s the scoring itself that is malfunctioning or if it’s just the matchmaking queue times/accuracy
Yeah, I find a lot of DBD content on YouTube to be pretty cringeworthy for the most part. Sad thing is, this kind of content probably does bring more players into the game, with those players wanting to emulate the playstyles of their streaming favourites.
I'd love to see an indication of my MMR score too, but I don't know of a way to implement it that wouldn't also encourage more sweat. Would be especially interesting to see it for all my Killers, since they each have separate MMRs.
That said, it's usually kind of obvious whenever there's a big mismatch and the MMR system has done you dirty.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581251#Comment_3581251
It wasn't different yesterday at peak hours. Yes, most PC players are on the PTB right now.
Do you have cross play off? I tend not to bother with Survivor at night, because queues are crazy long for me. (I suspect) most Survivors are playing in a SWF and the system struggles to find enough SoloQ players to match with all the duos and trios.
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We have bad matchmaking because we have fast matchmaking. If you play at a time when less players are likely to be playing, of course it's going to pull in players of any and all MMRs. It's the only way it can fill a lobby in a reasonable amount of time for both the Killer and Survivors. I'm willing to bet that 2 minute wait for you was probably like a 5 minute wait for the Killer.
Anyone who's played off peak knows the system will cook up the wildest lobbies. I doubt there's so many players on the PTB that it's impacting the matchmaking all that much (maybe only a tiny bit). This is just the standard off peak DBD experience.
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Medium for PC. I set them as high as I can go before I start to get any performance issues, and that's medium for me.
I'll never understand gamers who use those nasty, gaudy looking re-shaders to give themselves a competitive advantage. That said, I do wish it were possible to up the contrast a little when I'm playing on my Switch. On certain parts of some maps, it can be nearly impossible to see anything.
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Man, I really did pick the best year to start playing DBD.
If he plays anything like Victor, he's going to be an absolute blast.
One a side note, now that Universal is collaborating with BHVR, could this potentially mean some classic Universal movie monsters coming to the game in the future? Maybe we'll see Dracula, Frankenstein's monster or the Wolf Man one day?
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Excellent guide.
I LOVE scratched mirror Myers (both playing as and against). Genuinely one of the few things about the game that still scares me as much as when I first started playing.
I played against one just yesterday that used Hex: The Third Seal on Midwich. It was very strong and extra scary but also felt a little bit unfair (I couldn't find hooked Survivors or gens with Deja Vu for the rest of the game). I don't know if you want to add that perk to the guide, but it's definitely a good one for the build. I also like Enduring paired with Brutal Strength. Can help a little in chase (not that you should be chasing all that much) and helps you get into character, you feel more like an unstoppable monster. Sometimes I might run Unrelenting or Mad Grit (though not great perks, they feel "lore accurate" to me).
I know scratched mirror Myers is considered to be more of a meme build and only really good on indoor maps, but I think scaring the Survivors silly is underrated as a strat. I know when I've been scared a few times I start to make stupid panicked decisions. Judging by the way the Survivors run around like headless chickens anytime I have success with the build, I'm not the only one.